Thanks for that. A quick solution I found to my problem was adding some transparency to the borders of the texture. I’m guessing when you clamp it it takes the colors on the borders and uses that to fill the areas outside of the uv?
Here is my current setup: (edit I just realized I have an extra clamp in there, so I removed it)

However one slight issue I’m still having is if you zoom out really far, there is some slight bleeding that is occurring:
Do i need to do something with mipmaps settings or something to fix this?
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